It seems to me from the anecdotal evidence and limited pool of various streams and play reports, that most groups have someone pick a Spyder. I’m curious why that is. I’m guessing it’s a combination of being a scheming mastermind being incredibly cool, the support abilities are enticing and it’s the Playbook that advertises as the one which deals with the faction game.
It seems to me from the anecdotal evidence and limited pool of various streams and play reports, that most groups…
It seems to me from the anecdotal evidence and limited pool of various streams and play reports, that most groups…
I’m running two parallel groups, and both groups have a Spider starting with Foresight, and a Leech starting with Physiker. I’m guessing it’s the cool factor, mostly, though the preferences of my players are skewing this slightly I reckon – the majority of both groups consist of people who love playing supporting character types
I’m guessing a huge part of it is the utility and the flavor is a second thought. I could just be seeing the playbook in a weird way but people seem to be running like with the mentality of a Slide I’ve not seen anyone in my circles really work the faction ‘web’ so to speak.
I find that if someone doesn’t play the spider then folks will gravitate towards taking spider moves as veteran moves. Forsight is like two free stress + getting to look super cool and prepared for anything. Calculating is like +1 coin or rep per downtime. Plus look at those contacts, and that gear. It’s just a great playbook. Well done Stras Acimovic!
You should also thank John LeBoeuf-Little. It was his comment of “what do you mean I can’t pick the mastermind on this heist crew!?” plus very critical help in it’s design and playtesting that helped make the book what it is.
Also thanks for writing this up ^_^ I always love hearing folks that enjoy it.
That’s funny, I love the Spider, my first character was/is a spider. and in all the other (4) games I am a part of only one person has picked the spider.
I think that a spider spotlights some of the core concepts of blades especially in contrast to “classic” games:
1. Crew – As a supporting character he/she has THE cool moves to let the crew shine. It not just a bunch of indivuals who happens to be in the same room at the same time, we’re professionials, right? That is something what for example Shadowrun always tried and never got.
2. Planning via flashbacks – Non linear game play. Does it get any cooler than that.
3. Short planning. You planned for this and we will know when it’s needed (and not all the other things which never came to pass), right? Who did it? The Spider! With the spider as shining example all the other playbooks start to play this way, too.
4. Story. From a GM perspective a spider gives you a lot more options storywise.
Stras Acimovic It’s impossible to praise you enough for that playbook. Thanks for that.